Adaptation of UA Beastmaster for PHB Ranger
Animal Companion
At 3rd level you can expend 8 hours of work and the expenditure of a level 1 spell slot, you can create a magical bond with a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.
Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or seven times your ranger level, whichever is higher.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.Your animal companion has abilities and game statistics determined in part by your level.
Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Additionaly, a reaction to your animal companion being reduced to 0 hit points or takes damage while at 0 hit points, you can expand 1 spell slot to heal it for 1d6 per spell slot level + your wisdom modifier. You must be within 120 feet of your animal companion to activate and resolv this effect.
Animal Empathy
Upon obtaining this feature you gain an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Coordinated Attack
Beginning at 7th level, you and your animal companion form a more potent fighting team. When your animal companion uses the Attack action and you can see it ,then ,you can use your reaction to make a weapon attack against the creature your animal companion is attacking.
Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Wrath
At 15th level, whenever an attacker that your companion can see hits it or you with an attack, it can use its reaction to make the Attack action against it.
Beast Master (PHB subclass Patch)
Primal Magic
You gain the Spare the Dying cantrip. For you this cantrip has a range of 120 feet, but can only target your animal companion.
When cast on the animal companion, you can expand a spell slot to heal it for 1d6 per spell slot level + your wisdom modifier.
If you gain this cantrip from a different source, you can chose to cast it as a Ranger cantrip for it's improved effects instead of as normal (where normal is defined based on the feature that gave you access to this cantrip).
Ranger's Companion
Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals is seven times your ranger level.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the beast to take an Attack action.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
Exceptional Training
Beginning at 7th level, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Primal Bond
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 120 feet of you.
The following segment is homebrewn content.
Animal Companion Features
In Place of an Ability Score Improvement you may select one of the features from this list bellow.
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Primeval Awareness: Your animal companion can focus its awareness through the interconnections of nature to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if it were concentrating on a spell), it can sense whether any of your favored enemies are present within 5 miles of it. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from it.
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Beast's Defense: While your companion can see you, it has advantage on all saving throws.
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Barrage of Claws and Fangs: Your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
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Superior Beast's Defense: Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
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Feral Senses: Your animal companion gains preternatural senses that helps it fight creatures it can't see. When your animal companion attacks a creature it can't see, it's inability to see it doesn't impose disadvantage on any of it's attack rolls against it. The animal companion is also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
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Land's Stride Moving through non-magical difficult terrain costs your animal companion no extra movement. It can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
More feats to be released in the future !
Hunter
(For PHB Ranger, only)
Hunter's Focus
You gain one of the following features of your choice.
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Traper : You count as proficient with Tinker's Tools for the purpose of disarming and creating traps.When you set a trap, you may add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place (statistics for hunting traps can be found on page 152 of the Player’s Handbook).
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Prodigious Artisan : Whenever you take a short rest, you may use the body parts of slain beasts, constructs, dragons, monstrosities, or plants of size small or larger to make one of the following items: a shield, a club, a javelin, or 1d4 darts/blowgun darts. Additionally you become proficient with both Woodcarver’s tools & Leatherworker’s tools.
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Silver Tounge Your expert knowledge and attention to detail allow you to excel in social situations. You become proficient in either Persuasion, Intimidation or Deception. Whenever you make a skill check with the proficiency gained from this feature you gain a bonus to the check equal to your Wisdom modifier
Hunter's Prey
You gain one of the following features of your choice.
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Colossus Slayer : When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
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Giant Killer : When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
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Horde Breaker : Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
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Escape the Horde : Opportunity attacks against you are made with disadvantage.
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Multiattack Defense : When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
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Stand Against the Tide : When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Hunter's Prowess
At 11th level, you gain one of the following features of your choice.
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Volley : You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
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Whirlwind Attack : You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.
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Overwhelming Presence : As a bonus action each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw againts your spell DC or be frightened of you until the end of your next turn. Favored enemies roll with disadavantage.
Hunter's Tenacity
At 15th level, you gain one of the following features of your choice.
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Evasion : When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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Uncanny Dodge : When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
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Steel Will : You have advantage on saving throws against being frightened and against being possessed. You also gain advantage on maintaining concentration checks.
Change Log
Hunter's Focus has been added to provide more out of combat options for Hunter players to use in non combat related situations.
Steel Will now also provides advantage on saving throws against being possessed and losing concentration on spells. Due to the improved effect it has been made a level 15 feature.
Stand Against the Tide has been moved as a level 7 feature to improve build diversity and build power of this subclass.
Overwhelming pressence is something inspired from the Way of the Long Death monk subclass and anime,where the PC can use his blood lust to intimidate his opponents.
Horizon Walker
(no bs pseudo-smites or 4 second duration level 7 spells)
Horizon Walker Magic
Your ranger spell list expands when you reach certain levels in this class. The spells gained from this feature are always prepared, and they don't count against the number of spells you can prepare each day.
Ranger Level | Spell |
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3rd | Protection from Evil and Good |
5th | See Invisibility |
9th | Haste |
13th | Banishment |
17th | Teleportation Circle |
Planar Vanguard
Your experience in fighting threats from outside your plane of existence has broaden your understanding and knowledge of warfare.
You can expand one spell slot as a bonus to make your next weapon attack roll with advantage and score a critical hit on a roll of 19 or 20.
Upon reaching the 7th level, any weapon attack executed in this matter will count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally you can use an arcane focus as a spellcasting focus for your ranger spells.
Planar Awareness
Upon reaching the 3rd level you can attune your senses to determine whether the following types of creatures are present within 4 miles of you: aberrations, monstrosities, celestials, dragons, elementals, fey, undead and fiends.
This feature doesn't reveal the creature's number, however it can show you in which direction you need to go in order to find them.
Additionaly you can also determine if there is a planar portal within 4 miles of you and in which direction you need to go to reach it.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain the use of this feature after you finish either a long or short rest.
Etheral Step
Starting from the 7th level you can use your bonus action to teleport within 10 feet of a friendly creature.
The furthest you can teleport from is 60 feet from your current location.
You can use this feature two times. You regain all expended uses of it when you finish a long rest.
Distant Strike
At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
Alternative version of Etheral Step
Starting from the 6th level when an enemy creature ends its movement within 5 feet of you, you can teleport 15 feet away.
You can use this feature two times. You regain all expended uses of it when you finish a long rest.
Reasons why I dislike Horizom Walker subclass to the point I wanted to rework it
- Planar Warrior is an overpowered Smite feature. I simply dislike that Rangers had to get something so busted due to bad core class design + negative feedback regarding the fact that this feature feels overpowered when compared to stuff like Eldritch Smite, War Priest, Divine Strike and level 1 Divine Smites.
Planar Warrior would have been fairer if it at least costed a spell slot to activate or was limited by the Wisdom Modifier, however I feel Rangers do not need a subclass exclusive version of a smite that works with all weapon types.
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The level 7 trait is a very strong spell (7th level) with it's duration reduced to 6 seconds. In low magic settings,it removes the need to do stealth checks to pass guard patrols. In high magic settings, your villanous wizard must very poor to not afford magical fail safes againts teleportation spells.
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The concept itself shouts "special snowflake".In a level 1 to 5 campaing set in a medieval world, one PC would need to be chosen by beings from a different universe to get his training. That is very imersion breaking.
Monster Slayer
Monster Slayer Magic
Starting from the 3rd level your ranger spell list expands when you reach certain levels in this class. The spells gained from this feature are always prepared, and they don't count against the number of spells you can prepare each day.
Ranger Level | Spell |
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3rd | Protection from Evil and Good |
5th | Zone of Truth |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
Slayer's Sense
At 3rd level, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Intuition
Starting at 3rd level, you gain the following benefits:
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As a bonus action you can expand a spell slot to gain a 1d8 damage bonus to your next weapon attack per level of the spell slot expanded.
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Your weapon attacks score a critical hit on a roll of 19 or 20 against any creature that hasn't taken a turn in the combat yet or is surprised.
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After using your Slayer's Sense you can make one weapon attack as a bonus action.
Supernatural Defense
At 7th level, whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 11th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, if the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.